Quantum Tunnel (v1.2)

Started by Martze, September 23, 2011, 09:03:01 AM

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Dispensers Heal

Amazing level design, but a little annoying. This level gets an S Rank and the Shiny Approval Trinket.

:shiny:

PJBottomz

Quote from: Terry on September 27, 2011, 11:36:44 AM
- This strikes me as a level that having a minimap in would totally ruin. You might want to futureproof it for the upcoming patch by having a "map(off)" command in the introscript.

But the map's screens arent revealed until you go into the screen... right? That's how it is in the main game.
That being said, I'm glad there WILL be maps.

Quote from: Terry on September 27, 2011, 11:36:44 AM
- Speaking of which, if you feel like it, you might as well futureproof it for textbox colours :) Use "say(3,violet)" instead of "say(3)" to have a textbox use violet's position and colour (and so on for all the crewmates).

:o OH MY GOD! YEZZZ! If I wasn't working on a level where no one but terminals say anything, I would TOTALLY go futureproof it!

Martze

Yessssssss   :viridian:

The three spaces thing may be a bit tricky to fix. I can think of a quick, kind of ugly hack, but knowing me I'm probably going to do major structural changes to preserve the elegance of the level.

I was a bit concerned about the map myself, so I'm glad there will be an option to turn it off.

I'm happy to future-proof my level. I'd really like it if there were a way to make the crewmates do this :viridian: instead of this :victoria: .

Expect a version 1.1 soon.

Martze

Updated. Check the changelog for goodness.

Terry

Oh no! There seems to be a bug with the warp token to the left of the start!

I'm not sure *what* happened, exactly, but I managed to fall into a warp token that didn't seem like it was meant to be accessed that way (as it brought me to the end of the level and a credits terminal).

Terry

Actually, maybe I'm wrong about that being unintended? I just played through the whole level and I don't see any other way I could have gotten there. It felt glitchy, though (the script brought up the cutscene bars, but didn't have any text)

Martze

#21
Well, that's embarrassing. I tested it and it's working on my computer. I'll double-check that when I get home. Are you playing it on 2.0 or your current 2.1 build?

Spoiler: It's only supposed to be there if you have eight trinkets. It's your reward for getting all the trinkets but the last one, then going back to the start of the level.

Edit: The cutscene bars are also not supposed to be there.

Terry

Yikes! I'm doing a bit more digging into this one, as it looks like it might actually be a bug with VVVVVV.

Yeah, I have no idea how I did this. It's a bit worrying, actually. The disappearing warp token thing is a little weird, anyway - because it appears for just a split second when you enter the room I *thought* what was happening was that one of the rooms had wrapping lines, and the other didn't - so, I was trying to enter the room from the corners so that I could reach it. (Of course, all that's happening is that a script is destorying the warp token)

It feels a little cruel to expect someone to backtrack through the entire level unless they actually expect something to happen if they do. Maybe it's better just to have a more traditional trinket lock terminal near the start that leads to a warp zone? (replacing the trinket in the go away room, maybe?). Also, honestly I really liked the void to the left; it's a shame to lose that effect by putting something there!

Martze

Quote from: Terry on September 29, 2011, 12:19:51 AM
Yikes! I'm doing a bit more digging into this one, as it looks like it might actually be a bug with VVVVVV.

Yeah, I have no idea how I did this. It's a bit worrying, actually. The disappearing warp token thing is a little weird, anyway - because it appears for just a split second when you enter the room I *thought* what was happening was that one of the rooms had wrapping lines, and the other didn't - so, I was trying to enter the room from the corners so that I could reach it. (Of course, all that's happening is that a script is destorying the warp token)

It feels a little cruel to expect someone to backtrack through the entire level unless they actually expect something to happen if they do. Maybe it's better just to have a more traditional trinket lock terminal near the start that leads to a warp zone? (replacing the trinket in the go away room, maybe?). Also, honestly I really liked the void to the left; it's a shame to lose that effect by putting something there!

Hm, you're right about losing the effect. "An Unwelcome Guest" is a pretty good place to put it.

Seeing the warp token flick out of existence like that is crappy, yeah, but what else can I do?

The secret area was added on the feedback of a friend, who thought I WAS hinting at it. Viridian looks into the void and says "I hope I didn't miss any trinkets!" and there's the terminal that explicitly says the entire level is bi-traversable. After I added the secret room, I added another hint, too. If you go to Victoria with eight trinkets, she says that the final trinket isn't in the quantum tunnel.

I still don't know what's up with the cutscene bars and how you managed to bypass the script that destroys the warp token, though. Fair enough. An unlock terminal is cleaner to implement.

Martze

Okay, version 1.2.

I liked the idea of hiding something in the big void, but there wasn't a clean way to do it. The flickering warp token is really ugly, and even though it's not happening on my computer, I have to assume the bug Terry is experiencing is happening to other people, too. If there was a way to warp by script, that would suit my needs perfectly, but I'm not sure it's a feature worth implementing. It would also work perfectly for the sequence between the level and the final area; much better than the ugly warp token I'm using for the purpose now.

Come to think of it, the secret room would have been great if there was no trinket there and Victoria didn't hint at it; I'm not at all expecting the player to find it, then. It would be an extra bonus for people who want to dig deep. The way I had it, though, didn't work at all.

So, given the limitations of the level editor, I think Terry's idea works the best. And that's the way it's going to be.

PJBottomz

O_O I beat it. With EVERY SINGLE TRINKET.

DensetsuNoKaboom

I absolutely love this level, but there's something about it that makes it seem...........um........I guess you could say "lonely", but somehow that doesn't sound like the right word...let me think...

PJBottomz

Quote from: DensetsuNoKaboom on September 30, 2011, 12:14:50 AM
I absolutely love this level, but there's something about it that makes it seem...........um........I guess you could say "lonely", but somehow that doesn't sound like the right word...let me think...

Desolate?

DensetsuNoKaboom

Quote from: PJBottomz on September 30, 2011, 04:01:27 AM
Quote from: DensetsuNoKaboom on September 30, 2011, 12:14:50 AM
I absolutely love this level, but there's something about it that makes it seem...........um........I guess you could say "lonely", but somehow that doesn't sound like the right word...let me think...

Desolate?
...Yes.

B-Man99

#29
I decided the play this level again after having not played this game in a while, but somehow I ended up in the secret room... but on the outside where it says, "Cool" instead of the inside where the trinket is... from the Ceti Alpha 6 or 5 thing. I'm not sure how but the game kind of glitched and let me through one of the side portals... just to let you know. It probably wasn't because of the map, maybe just the game.
I absolutely love the whole concept of having a map that's 2 rooms in height, though. This was fantastic, even the second time around! The location of the secret room was hard to come by, but it was totally worth the difficulty. I really like the puzzle aspect of VVVVVV... probably a bit more than everything else to be honest. A job well done!